//Default vertex shader to apply a view matrix to a given position
#version 330

uniform mat4 CameraMatrix;

in vec3 Position;
in vec2 TexCoord;
in vec4 Colour;

out vec2 vTexCoord;
out vec4 vColour;
 
void main(void)
{
	gl_Position = CameraMatrix * vec4(Position.x, Position.y, Position.z, 1.0);
    vTexCoord  = TexCoord;
    vColour = Colour;
}

